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Trade league

Revision as of 14:41, 18 September 2018 by Yxklyx (talk | contribs) (Added Tips and Tricks section)

Trade leagues (Trade league.png) are a type of defensive diplomatic relationship that can involve multiple countries. Merchant republics and Veche republics can form trade leagues and invite other countries to join them; this gives both the leader and the members various diplomatic and trade-related benefits.

Contents

Creating a trade league

Any merchant republic or Veche republic can create a trade league by inviting other countries to it. Only countries with a single province can be invited to be a member of a trade league. The merchant republic that created the trade league may have more than one province at the time of formation and may gain more afterwards, but if any of the other members gain additional provinces they will automatically leave the league. Only a merchant republic or a Veche republic can lead a trade league, and if the leader is annexed or changes to a different form of government another merchant republic or Veche republic in the league takes over leadership. A member can leave a league at any time.

The factors that influence an AI nation's willingness to accept an invitation to join a Trade League are (not complete):

Factor Effect
Size of Trade League −10 per existing members over 5
Attitude towards proposer
  Friendly or Allied: +50
   Threatened: +20
   Neutral: −20
   Hostile: −1000
   Outraged: −1000
   Rival: −1000
We have a  royal marriage +10
Proposer's  diplomatic reputation +5 per positive point
 −5 per negative point
Target's opinion of Proposer +1 per 4 positive opinion
 −1 per 4 points of negative opinion
Nation has a religion not in the same religious group −20
Nation has a different religion within the same religious group −10
Proposer army strength power compared to target nation +20 to −20
Proposer navy strength power compared to target nation +10 to −20

Benefits

Trade leagues act as defensive alliance between all members, but consume only a single diplomatic relations slot. If the leader embargoes another country, all members automatically embargo that country too without a penalty. If any members in a league gets embargoed, the leader gets a special “Trade League Dispute” casus belli on the offending country.

In addition:

  • The trade league leader gets an automatic “Trade Dispute” casus belli on any countries they would be able to generate such a casus belli on via spy action.
  • The trade league leader gets 50%   trade power from all the league members.
  • The trade league leader gets a +2.5% bonus to   trade steering for each member in the league.
  • All members get a +20   relations bonus with all other members.
  • All members except the trade league leader get a +0.5%   goods produced modifier for each percentage of trade power in the local trade node controlled by the trade league leader.
  • All members get a +20% bonus to their   ship trade power.

Trading city

Merchant republics or Veche republics that have a Trade League are able to create a new one-province-minor out of one of their provinces (even during wartime). This new nation will become independent, but part of their Trade League. It will always inherit the creating nation's state religion. WARNING: Members of Trade Leagues (including Trading Cities) are buggy due to not being considered a "subject" in the program, this means that they can still leave due to becoming a tributary, before making a Trading City in asia remember to make certain that nobody will be able to tributize the city via either tributizing the possible tributizee or outright killing them. A Trading City is created from the province view like Client States are. The player can decide upon its name, shield and color, similar to creating a custom nation.

An AI-controlled Trading City will not expand <-- this is NOT true. There can only be one Trading City in each Trade Node for a Trade League. The government type gives the following modifiers:

  • +33%   Caravan power
  • +10%   Trade efficiency
  • -20   Maximum Absolutism
  • +1   Number of states
  • Fixed   Duchy rank
  • has the same factions and election cycle as a Merchant Republic

A Trading City can create trade posts and boosts   goods produced in the trade node just like a merchant republic, but cannot lead a Trade League and thus not create other trading cities

A Trading City that gains an additional province will immediately become a Merchant Republic. Note that if the Trade League is somehow disbanded, or if a player-controlled Trading City leaves it, it will retain its government form until a second province is acquired.

The ideas of Trading Cities are chosen randomly at creation. The first Trading City created in the world has the tag T00, the second T01, and so forth.

Note that unlike typical Trade League members. A Trading City cannot be kicked out, vassalized, etc... In fact you are stuck with it unless you convert to Monarchy/Theocracy. You might be able to get rid of him after you transfer his trade power to someone else when you lose a war.

Tips and Tricks

Once you can create client states here's a trick to get a bunch of trade league members if you have lots prestige:

Dismantling a trade league

If no possible merchant republic or Veche republic leader exists, the Trade League will be automatically dismantled.

  • NB: A leader will lose the leadership of the trade league if they drop below −50 prestige.

Achievements

 
As Ragusa, lead a Trade League of at least 5 nations and guarantee the Ottomans' independence.